Book Image

OGRE 3D 1.7 Beginner's Guide

Book Image

OGRE 3D 1.7 Beginner's Guide

Overview of this book

Want to make your own 3D applications, simulations, and games? OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so! OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks. After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.
Table of Contents (17 chapters)
Ogre 3D 1.7
Credits
About the Author
About the Reviewers
Preface
Index

Time for action — complex compositor


We need a new compositor, material, and fragment shader:

  1. The compositor script itself is nothing special. We need one texture for the scene and then directly use this texture as input for the output, which uses one material:

    compositor Compositor7
    {
    technique
    {
    texture scene target_width target_height PF_R8G8B8
    target scene
    {
    input previous
    }
    target_output
    {
    input none
    pass render_quad
    {
    material Ogre3DBeginnersGuide/Comp5
    input 0 scene
    }
    }
    }
    }
    
  2. The material itself is also nothing new; just add a fragment shader like always:

    material Ogre3DBeginnersGuide/Comp5
    {
    technique
    {
    pass
    {
    fragment_program_ref MyFragmentShader8
    {
    }
    texture_unit
    {
    }
    }
    }
    }
    
  3. Don't forget to add the definition of the fragment shader before using it in the material:

    fragment_program MyFragmentShader8 cg
    {
    source Ogre3DBeginnersGuideShaders.cg
    entry_point MyFragmentShader8
    profiles ps_1_1 arbfp1
    }
    
    
  4. Now to the interesting part. In the fragment shader, the header hasn't changed since the...